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<blockquote data-quote="Celebrim" data-source="post: 8972880" data-attributes="member: 4937"><p>I disagree. Walking away from the premise of a campaign usually just means that start of a new different campaign, that may eventually come around to intersect the original campaign depending on how things go. </p><p></p><p>But there is a certain amount of walking away that I can't compensate for. After having to deal with a player who played his character as a cowardly antisocial recluse who just wanted to hide from any danger, I eventually gave up on the idea that players ought to be allowed to play any character concept that they want. In any game, I do insist that even if players aren't heroic in their motivations, that they have at least some motivations for and willingness to risk danger. After a couple of games derailed by having RPers decide they wouldn't be motivated to get the party together because they wouldn't actually trust those strangers, I now also regardless of the game tend to require PC's to have prior relationships with one or more other PC's in the party, thus creating a group of natural allies. Basically, I had a number of games derail early because each player in the group ultimately acted like they wanted me to run a separate solo game for their PC. And then there was that campaign I was a player in because the GM set us lose with the chargen rules, and we all created really interesting PC's with backstories and their own motivations that did in fact work well together as a team and we were all skilled RPers - but all the PC's were ethnic minorities with a GM that had prepared an adventure to infiltrate a white supremacist group and even he didn't realize the problem until he started narrating the situation. Oops.</p><p></p><p>So I know longer just give players a description of the setting and then have them create whatever they want.</p><p></p><p>If the players want a different campaign, they should have made that clearer in session zero when we were figuring out what sort of campaign the group wanted and what sort of characters they would play. For example, session zero of the current campaign was shortly after Mandalorian season 1 dropped, and the players unanimously signaled that they wanted to be "Bounty Hunters in Star Wars". My only input to this is that I wanted to be in a different era than The Mandalorian (BY 15, early Rise of the Empire era). The players could walk away from this concept at any point and become pirates, rebels, smugglers, soldiers, or what not. I could still keep the game going. What I couldn't really deal with is one or two of the players walking away from the agreed upon concept while the rest of the party stuck with it.</p><p></p><p>And that tends to be the more usual problem. Everyone wanting a change of theme isn't a problem. The issue is more along the lines of 6 of the players and the GM agreed to a particular game and are happy with it, and now one of the players decides he wants to be the Chaotic Evil character in a heroic party. I can't do individually tailored campaigns for six different PC's. It's just too much work, and the pacing would be as slow as 'Wheel of Time'.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 8972880, member: 4937"] I disagree. Walking away from the premise of a campaign usually just means that start of a new different campaign, that may eventually come around to intersect the original campaign depending on how things go. But there is a certain amount of walking away that I can't compensate for. After having to deal with a player who played his character as a cowardly antisocial recluse who just wanted to hide from any danger, I eventually gave up on the idea that players ought to be allowed to play any character concept that they want. In any game, I do insist that even if players aren't heroic in their motivations, that they have at least some motivations for and willingness to risk danger. After a couple of games derailed by having RPers decide they wouldn't be motivated to get the party together because they wouldn't actually trust those strangers, I now also regardless of the game tend to require PC's to have prior relationships with one or more other PC's in the party, thus creating a group of natural allies. Basically, I had a number of games derail early because each player in the group ultimately acted like they wanted me to run a separate solo game for their PC. And then there was that campaign I was a player in because the GM set us lose with the chargen rules, and we all created really interesting PC's with backstories and their own motivations that did in fact work well together as a team and we were all skilled RPers - but all the PC's were ethnic minorities with a GM that had prepared an adventure to infiltrate a white supremacist group and even he didn't realize the problem until he started narrating the situation. Oops. So I know longer just give players a description of the setting and then have them create whatever they want. If the players want a different campaign, they should have made that clearer in session zero when we were figuring out what sort of campaign the group wanted and what sort of characters they would play. For example, session zero of the current campaign was shortly after Mandalorian season 1 dropped, and the players unanimously signaled that they wanted to be "Bounty Hunters in Star Wars". My only input to this is that I wanted to be in a different era than The Mandalorian (BY 15, early Rise of the Empire era). The players could walk away from this concept at any point and become pirates, rebels, smugglers, soldiers, or what not. I could still keep the game going. What I couldn't really deal with is one or two of the players walking away from the agreed upon concept while the rest of the party stuck with it. And that tends to be the more usual problem. Everyone wanting a change of theme isn't a problem. The issue is more along the lines of 6 of the players and the GM agreed to a particular game and are happy with it, and now one of the players decides he wants to be the Chaotic Evil character in a heroic party. I can't do individually tailored campaigns for six different PC's. It's just too much work, and the pacing would be as slow as 'Wheel of Time'. [/QUOTE]
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